Files
oboe/osx/boe.text.h
Celtic Minstrel 5249c6eef7 Add a lot of stuff scraped from *i's version of the code, plus a couple of additional bits.
Adapted from *i:
- Show a confirm dialog when interrupting a special node sequence
- New monster special ability: call global special node (as an action, not on death)
- New item special ability: call global special node
- Check there's a monster death special before calling it (wasn't necessary before, might be now with the special queue changes)
- Queue specials that are triggered while another special is in progress, instead of ignoring them; they will be run after the current special in progress finishes.
- *i's version of petrification touch is currently active only for monster-on-monster combat; need to merge with my version for monster-on-pc combat.
- Pass party location to special in use special item context
- Fix set town visibility node (was checking wrong field and thus could not hide towns)
Special nodes:
- Town Hostile: change to Set Town Attitude
- Select PC node: option to select random PC
- Affect special nodes can now affect monsters
- Fix affect death node reviving non-existent PCs
- Affect Spells: Can remove spells, and can affect level 1-3 spells
- If Objects: Merged from If Barrels and If Crates
- If Species: Replaces If Cave Lore
- If Trait: Replaces If Woodsman
- If Statistic: Replaces If Enough Mage Lore
- Change Lighting: Can affect town's global lighting setting, player's light level, or both at once.
- Pointers! Actually, I'd already implemented the callbacks for setting and getting them, but they're now actually used, and the implementation has been tweaked a little.
- Campaign flags! Again, I'd already implemented them sorta, but I tweaked things and they ended up sort of halfway between the two implementations. Plus there's now a special node to set them.

Additional bits:
- Special queue now uses an std::queue instead of a basic array.
- Enum for town lighting levels
- Disease touch ability is now honoured for monster-on-monster combat
- See monster special context now passes the monster's location as the trigger location; also, removed the double-trigger from one circumstance.
- Along with the set town attitude change, there's now the possibility for making the town hostile to trigger a special node, which can cause the party to be slain.
- Select PC special node: option to select specific PC
- Spell IDs for use in shops and Affect Spell nodes have changed so that 0 is now the first level 1 spell, and so forth.
- add_string_to_buf can now auto-split the string over multiple lines, and the special node that uses it takes advantage of this
- Special node parser warns if a node type is missing a corresponding opcode
- Reserved "pointers" to access the special node's trigger location (this was *i's idea, but he never implemented it)
2014-12-08 01:08:30 -05:00

49 lines
2.1 KiB
C++

#include <string>
short text_pc_has_abil_equip(short pc_num,short abil);
void put_pc_screen();
void place_buy_button(short position,short pc_num,short item_num);
void put_item_screen(short screen_num,short suppress_buttons);
void place_item_bottom_buttons();
//RECT get_party_template_rect(short pc_num,short mode);
void set_stat_window(short new_stat);
void place_item_button(short which_button_to_put,short which_slot,short which_button_position,short extra_val);
short first_active_pc();
void refresh_stat_areas(short mode);
short total_encumberance(short pc_num);
//short get_tnl(pc_record_type *pc);
void draw_pc_effects(short pc);
void print_party_stats() ;
short do_look(location space);
short town_boat_there(location where);
short out_boat_there(location where);
short town_horse_there(location where);
short out_horse_there(location where);
void notify_out_combat_began(cOutdoors::cWandering encounter,short *nums) ;
std::string get_m_name(m_num_t num);
std::string get_ter_name(ter_num_t num);
void print_monst_name(m_num_t m_type);
void print_monst_attacks(m_num_t m_type,short target);
void damaged_message(short damage,short type);
std::string print_monster_going(m_num_t m_num,short ap);
void monst_spell_note(m_num_t number,short which_mess);
void monst_cast_spell_note(m_num_t number,short spell,short type);
void monst_breathe_note(m_num_t number);
void monst_damaged_mes(short which_m,short how_much,short how_much_spec);
void monst_killed_mes(short which_m);
void print_nums(short a,short b,short c);
short print_terrain(location space);
void add_string_to_buf(std::string str, unsigned short indent = 0); // Set second paramater to nonzero to auto-split the line if it's too long
void init_buf();
void print_buf () ;
void restart_printing();
void restore_mode();
void through_sending();
RECT coord_to_rect(short i,short j);
void make_cursor_sword() ;
short calc_day();
bool day_reached(unsigned char which_day, unsigned char which_event);
void Draw_Some_Item (sf::Texture& src_gworld, RECT src_rect, sf::RenderTarget& targ_gworld, location target, char masked, short main_win);
//RECT get_custom_rect (short which_rect);